FANDOM


Smoker's great pursuit
Quest Boss Stamina Battles Difficulty Notable Captures/Drops
The Great Pursuit! Investigation
F0069
10
5
Rookie
F0069
F0067
Lion’s Song Manual
Extra Special Candelabra Manual
Charge! Supersonic Duck Squadron! Manual
Colors trap manual
Chef Drop Manual
The Meatball of Doom Manual
Hot Blooded Bat Manual
Smoker
Lion's Song Manual
Extra Special Candelabra Manual
Charge! Supersonic Duck Squadron! Manual
Colors Trap Calming Green Manual
Chef Drop Manual
The Meatball of Doom Manual
Hot Blooded Bat Manual
The Great Pursuit! Tailing
F0070
15
7
Veteran
The Great Pursuit! Chase
F0070
15
7
Elite
The Great Pursuit! Close Chase
F0268
30
7
Expert

ExperienceEdit

Stamina Experience Beli Title
Rookie - 10 1156 3468 -
Veteran - 15 2103 5809 -
Elite - 15 2557 8971 Roar
Expert - 30 5804 17433 Shove It

NotesEdit

  • 1 Rainbow Gem will be received upon full clear.
  • Limited-Time Event.
  • All difficulties get a chance to drop Zoro's, Vivi's, Mr. 3's, Miss Goldenweek's, Mr. 9's, Patty's and Zeff's Manuals.
  • The higher the difficulty level, the higher the chance you'll have of getting one of the manuals listed above.

Drop ratesEdit

  • Do you want to know what are the precise drop chances of a poster or manual? Now you can see them here (for Elite and Expert). Also, please help refine that data by sharing the results of your drops through this form.

Tips on How to Beat Smoker's Great PursuitEdit

FAQsEdit

General InformationEdit

Smoker's stage was one of the earlier fortnights released. The binding from Smoker was significantly more difficult to deal with before sockets, and Tashigi as a QCK unit was more difficult to deal with since her color was strong against all STR squads. Due to there being fewer rainbow options outside of Mihawk leads at the time, many people used to struggle with this level. Newer players may find the same situation if they are still building their teams, so beware that you'll need to craft your team around these two challenges.

The game has progressed since its release and now Striker leads, Powerhouse, and Rainbow captain leads have opened the door to other units that help squads beat this level with more ease. Sockets have also proven to weaken Smoker's effect on teams and their speed runs.

Recommended CaptainsEdit

The rare boss here is Tashigi and she is a QCK, so she can be a nasty surprise for STR teams. You can plan for her rare appearance by taking a strong DEX hitter, like Zoro, Mihawk, or Doffy, but beware that this will weaken your damage output against Smoker.

  • Captain Kid striker teams will do good, particularly if you can bring a strong DEX unit to deal with Tashigi.
  • STR-based leads
  • Slasher Leads

Recommended Support UnitsEdit

  • Sergeant Helmeppo: Another good unit to unlock units if you don't have Morgan or your Morgan is too weak.

Recommended SocketsEdit

Level 3 anti-lock sockets will be amazing for this stage!

As always, matching orbs and cooldown reduction sockets will help.

Recommended TeamsEdit

F2P Slasher Team
Captain Subs Friend Ship
F0227 F0418F0228F0066F0015 F0227 Coffin Boat
Requirements
  • Coffin Boat MAX
  • Most units are beatsticks with damage
    specials. Can be replaced.
  • Arlong can act as captain as well
    if you don't have Mihawk
  • Escapee Morgan's special is for
    Smoker's stage 7 bind.


Striker Team
Captain Subs Friend Ship
F0357 F0228F0341F0030F0320 F0357 Thousand Sunny thumb
Requirements
  • Thousand Sunny MAX
  • Most units are beatsticks with damage
    specials. Can be replaced.
  • Escapee Morgan's special is for
    Smoker's stage 7 bind. Striker bind reduction
    units have a higher cooldown but
    can be used if you plan on stalling longer.


F2P Baccarat Sengoku team
Captain Subs Friend Ship
F1167 F0268F0797F0066F0015 F0459 Merry
Requirements
  • Lots of alt F2P subs.


30 Stamina WalkthroughEdit

This is a relatively easy fortnight, because Smoker attacks just every 3 turns. However, he will first strike which will bind your captain for 4 turns (remember: bound captains abilities don't work) and deal 6,000 damage.

Stall on earlier stages to charge your specials as HP permits, keeping the 6k HP as a buffer for his first strike.

Stage Strategy Enemy Info
1 Smoker - 1 Smoker the White Hunter

Take out Smoker, he has no special moves here to worry about. Do it in one turn or take a hit and stall for three more turns, whichever works for your team better.
Enemy Hp Attack Pattern
Smoker the White Hunter 300,000 hp

Starts on a one turn cooldown and attacks for 4,020 damage.

Loop 1) Attacks every 3 turns for 4,020 damage.

2 Smoker - 2 Marines

Take out the Marines without taking a hit.
Enemy Hp Attack Pattern

Marines

~30,000

-

3 Smoker - 3 Grunts and Evolvers

Take out the grunts and stall on the evolvers without taking a hit.
Enemy Hp Attack Pattern

Grunts

Green Daimyo Turtle

10,000 hp

23 hp

Hits for 1,980 damage.

Hits for 650 damage.

4 Smoker - 4 Marines

Take out the Marines without taking a hit.
Enemy Hp Attack Pattern

Marines

10,000 - 40,000 hp

-

5 Smoker - 5 Marines

Take out the Marines without taking a hit.
Enemy Hp Attack Pattern

Marines

10,000 - 40,000 hp

Hit for 1,980 damage.

6 Smoker - 6 Grunts and Evolvers

Take out the grunts without taking a hit. Stall on the Evolvers until you unlock character is ready with 1 turn left (you'll get one free round due to preemptive on next round).
Enemy Hp Attack Pattern

Green Daimyo Turtle

Green Armored Crab

23 hp

25 hp

350

1,150

7 Smoker - 7 White Chase Smoker

Smoker his consistently hard. If you are struggling to take him out quickly, plan on bring a Time Delay unit or a Damage Reducer to handle the attacks. Since he attacks every three turns, you'll be able to buy a lot of time by negating one attack.

Prepare for a burst round close to Smoker's 20% health mark. If you fail, you'll find both captains locked for three turns, hope you have level III anti-bind sockets!!

Enemy Hp Attack Pattern

White Chase Smoker

825,000 hp

Preemptively attacks for 6,310 in damage and locks your captain for 4 turns (turns of your captain's attack bonus).

Loop 1) Hits for 6,310 every 3 turns.

Under 20%, locks both of your captains for 3 turns.

Secret Stage Smoker - Sec Tashigi Navy HQ Ensign

Tashigi is quite dangerous. Her type is strong against STR unit, and STR units are weak against her. If you brought a rainbow team, finish your attacks with matching orbs and DEX units. You'll have one round to take out most of the marines, and the second to take out the rest and her. It should be doable with a high level team, and mid-level and low-level teams can look to damage reducers and time delay units as long as you'll have them ready for Smoker on stage 7.
Enemy Hp Attack Pattern

Tashigi Navy HQ Ensign

150,000 hp

-

Begins with a 2 turn cooldown and hits for 3,331 damage.
Marines hit for 1,335 damage one a 1-2 turn cooldown.


Team Builder HelperEdit

STR Characters who Change Orbs


STR Characters who Delay Turns


STR Characters who Boost Attack


STR Characters who Reduce Damage


Any Type Characters who Boost Orb Damage


Any Type Characters who Reduce Bind

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.